14 Matching Annotations
  1. Mar 2018
    1. It is not a static reconstruction, it can be moved through and updated and changed

      I dont think we will ever truly be able to recreate something of the past into the present, but the artistic and creative design allows us to give an interpretation. Could be considered art.

    1. if a media form is digital, the way in which the narrative is structured might not use the specifically digital affordances because of externally imposed limitations (for example, institutional standards or lack of development skills) rather than due to the internal nature of the media itself.

      Reflects upon older games in trying to convey a story, yet not having the space to fully flesh out what they were after.

    2. Digital mimesis describes a situation in which the digital media form mimics the conventions and structures of the print or analogue media that preceded it

      Good summary of what video games are to us, often mimicking movies, novels or events in a way that we are able to interpret it in a hands on approach.

  2. Feb 2018
    1. a game is a synthetic world

      I believe that videogames will take over the medium of visual and audio story telling. Games become more and more immersive in how they are able to morph around player choices, so may replace more mediums like movies if they grow larger.

    2. omputer games are some of the most complicated and sophisticated simulations available,

      I remember when WOW (World of Warcraft) first came out and how mind-boggling it was to my friends and myself. When we were kids, playing with people in a fantasy world from across the world was literally make believe until blizzard made it possible.

    3. with design and development budgets that dwarf those of many movies,

      There is talk actually of implementing Esports into the next summer game. Esports streams have taken over the scene to the point of surpassing some sports, which goes to show that there is enough of an audience and clearly enough competition to make it a viable sport. Even watching the "videogame awards" shows we can see each year how larger and larger it grows with the boom in popularity.

    4. focus groups to study the digital impact of new media on their day-to-day lives and especially their learning environments.

      If you were in the Digital Humanities course offered last semester, you'd know we dealt with this issue directly. There were professionals on both sides of the argument who argued either that technology was a distraction or that it was instrumental in deepening one's understanding.

    5. Students interact with this technology less like a tool (something to get the job done) and more like a musical instrument (something with which to be creative)

      An example of this is seen with the "Othello app", an app on the Ipad that lets you interactively read the Shakespeare play Othello using a bunch of different filters and resources. Makes it a more creative way to read Othello and get time out of it rather than simply reading the original text.

    1. One could imagine conservation then as far more than the care of objects but as a radical act that alters the possibilities of the future.

      Great summary of the texts, we have the tools able to replicate practically anything that exists and being able to shape the future in this way is an interesting way of viewing new possibilities.

    2. Viewing the models is to view both the efforts to retain human culture but also to see its ghostly image, an eternal digital afterlife of objects whose site is one of both incredible fidelity and, where the data runs out, hazy suggestion.

      For me this is one of the most convincing arguments and best descriptions of the project to render objects (of mostly historical relevance) because it shows that there is an extra layer to preserving objects almost like a "ghost" of it's natural state.

    1. writing is able to preserve speech after and beyond the time and place of its original delivery. This is both an advantage and a problem. It is advantageous insofar as recording provides an inalterable and permanent document of something that is essentially transitory and ephemeral.

      Relates back to the concerns of digital humanists when trying to preserve knowledge, how it can be recorded and reproduced forever.

    2. “the captivity of all manner of sound waves heretofore designated as ‘fugitive,’ and their permanent retention” (528)

      Amazing how we are able to compare our work of remixing to something like Edison's work even though there is a huge gap in time. (Almost look working off his fundementals)